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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Asin on November 25, 2017, 10:29:40 pm

Title: {0.4} The Wee Folk Mod! (44.xx)
Post by: Asin on November 25, 2017, 10:29:40 pm
The Wee Folk Mod!

The poll winning mod is here!

Races:

Shrubland Gnomes: A fortress dwelling people known for their lack of self control, love of exploration and family, and having the nails on their pinky toe of their left foot be extra long, for some reason only these guys know. Playable. Will eventually have major differences for Fortress Mode.

Halflings: Calm little guys who tend to live in one tiny hamlet. These guys don't often make many other sites, as they'd prefer to be left alone as their own independent, albeit tiny, nation. Too bad the elves and goblins don't seem to agree...

Shadow Gnomes: Gray skinned gnomes with blue hair that have a fondness for daggers and being sneaky. The perfect rogues.

Tomtenisser: A race of easily angered beings who were once farm spirits that dwell in the tundras. They are incredibly strong and tough, capable of holding their own in a fight. Their bites are venomous and they wield sickles, meat tenderizers, broken handles and special swords called svärds exclusively.

Redcaps: A race of red headed angry gnomes who do just about everything in the book when it comes to evil. Playable. They can carve up wooden weaponry at the Carver's Den workshop, sacrifice a special stone called bloodrock to gain iron weaponry at the Bloodrock Sacrificer, and cut boulders into many blocks along
with refining bloodrock into a purer state which can be sacrificed at the Bloodrock Sacrificer for steel weaponry.

Boggarts: A small teal goblinesque race with a peaceful farming culture akin to halflings. They dwell in wetlands however, and seem noticeably more rude than the halflings.

Menehune: A variety of dwarf that hails from a far off chain of tropical islands. They aren't as skilled with metals as their mainlander cousins, but they manage.

Future Races:

Duhindu (gnome like creatures from myths of the Moskito people in Central America)
Barbegazi (Mythological French/Swiss gnomish fellows with large feet who live up in the mountains)
Pech (Mythological manly Scottish gnome fellows who are known for their strength and heather ales)

Download here: http://dffd.bay12games.com/file.php?id=13226
Title: Re: The Wee Folk Mod! (44.02)
Post by: MottledPetrel on November 26, 2017, 07:20:22 pm
Is this going to be an ongoing mod with more short races added later? I like it so far, but I could definitely go for some more wee folk.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on November 26, 2017, 08:27:39 pm
Is this going to be an ongoing mod with more short races added later? I like it so far, but I could definitely go for some more wee folk.

Indeed. I'm figuring out ideas for more of these guys. Got any?
Title: Re: The Wee Folk Mod! (44.02)
Post by: squamous on November 27, 2017, 07:40:40 am
Is this going to be an ongoing mod with more short races added later? I like it so far, but I could definitely go for some more wee folk.

Indeed. I'm figuring out ideas for more of these guys. Got any?
Redcaps
Brownies
Ballybogs
Leprechauns
Pixies
Domovoi

Probably more but I forget them.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on November 27, 2017, 08:05:02 am
Is this going to be an ongoing mod with more short races added later? I like it so far, but I could definitely go for some more wee folk.

Indeed. I'm figuring out ideas for more of these guys. Got any?
Redcaps
Brownies
Ballybogs
Leprechauns
Pixies
Domovoi

Probably more but I forget them.

If I remember right, pixies are already in DF.
Hmm... Brownies and Domovoi...
Those would be the most interesting, considering that they're household spirits, known to do chores and the like as long as you keep them happy.
Title: Re: The Wee Folk Mod! (44.02)
Post by: pikachu17 on November 27, 2017, 05:10:24 pm
Make brownies intelligent pets with medium to high skills in everything, but they have volatile personality traits so you have to work to keep them happy.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on November 27, 2017, 05:36:32 pm
Volatile? Any examples on how I can make them volatile?
Title: Re: The Wee Folk Mod! (44.02)
Post by: pikachu17 on November 27, 2017, 05:43:26 pm
Change their personality values so they are extremely greedy, want to pray a lot, want to talk to friends, ETC.
Title: Re: The Wee Folk Mod! (44.02)
Post by: PlumpHelmetMan on November 27, 2017, 09:27:51 pm
It would also be interesting if they could somehow rebel against their masters if you mistreat them.

Also I've noticed halflings usually seem to die off early in worldgen for me. Not a huge surprise considering their low civ cap. :P
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on November 27, 2017, 09:40:35 pm
It would also be interesting if they could somehow rebel against their masters if you mistreat them.

That sounds a bit like that one plump helmet man mod by... IndigoFenix, I think?

Also I've noticed halflings usually seem to die off early in worldgen for me. Not a huge surprise considering their low civ cap. :P

I noticed that too. Low civ cap... I should really check my raws.
Title: Re: The Wee Folk Mod! (44.02)
Post by: MottledPetrel on November 28, 2017, 06:29:44 am
The difference would be that instead of just having livestock that rebel we would have useful citizens that rebel. So if you had your master weapon smith rebel instead of just some peasant you would have to make the decision to either save him or just kill him to prevent further damage. I personally think that a decision like that would be rather interesting.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on November 28, 2017, 07:20:13 am
Hmm... I might see what I can do.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on November 28, 2017, 02:14:41 pm
Okay, so brownies as intelligent pets that can work for you/rebel is to possibly be a thing...

What about the other choice from the poll that isn't the "other" option, the Tomtenisse?
Title: Re: The Wee Folk Mod! (44.02)
Post by: MottledPetrel on November 28, 2017, 03:57:37 pm
Hmm, my 10 seconds of research found that they are often associated with winter. So maybe we could make them a civ that only is active during the winter? Maybe give them ice magic or animated snow creatures or something?
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on November 28, 2017, 04:14:18 pm
Hmm, my 10 seconds of research found that they are often associated with winter. So maybe we could make them a civ that only is active during the winter? Maybe give them ice magic or animated snow creatures or something?

Maybe you should do a bit more research, my friend.
Title: Re: The Wee Folk Mod! (44.02)
Post by: MottledPetrel on November 28, 2017, 06:42:42 pm
I was just spit balling ideas because I didn't have time to do an actual investigation. Now that I have I still don't know what we should do with them as a creature, but I will share the important parts to see what people think we should do. I'm also going off the original ancient Swedish beliefs because they are way cooler than the modern ones that make them out to basically be gnomes. So, it's said that they represent ancestors and are no more than 35 inches tall. They can turn themselves invisible and have a venomous bite. It is described that those who are bitten wither away. They live with the family and act as guardians who possess great strength, but freak out if anyone strays from tradition or acts poorly. This could range from a light prank to the killing and maiming of livestock, even people in some cases. It is also said that they can turn people into Tomtenisse to teach them lessons. This is from Wikipedia if anyone wants to contest these claims. With this I'm not quite sure what to do with them or if we should give them all these abilities that they're supposedly supposed to have. I would say that they should be a sentient pet who can only do dumb labor (hauling, cleaning, etc.) but are very fast and very vulnerable to fits of rage. I don't know what to do with their association to the winter solstice, but maybe we could just make them native to freezing biomes or something.

I have just found that they are often accompanied by a Yule Goat, and the modern versions of them act more like a cross between Santa Claus and a gnome.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on November 28, 2017, 11:47:42 pm
I was thinking of them as another civilized race that would mix stuff from the old and new depictions of the Tomte/Nisse/Tomtenisse, along with stuff not usually attributed to the creature.

I know for certain that one of the traits of this race would be the venomous bite.
Title: Re: The Wee Folk Mod! (44.02)
Post by: MottledPetrel on November 29, 2017, 06:26:12 am
A mix of the old and the new should work. That would probably lead to them being a civ that comes and trades during the winter because of their modern depiction as basically a replacement Santa, but they should also be very angry and likely to start wars. Apparently the also adore horses and bring their presents on a yule goat. So maybe we could also make a yule goat that they always have access to? The venomous bite caught me by surprise when I found it, but it would definitely help with balancing out their tiny size, as well as making them really fast and strong for their size. They've also got their iconic conical red hats that would definitely add a nice flavor touch to them.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on November 29, 2017, 12:42:04 pm
A mix of the old and the new should work. That would probably lead to them being a civ that comes and trades during the winter because of their modern depiction as basically a replacement Santa, but they should also be very angry and likely to start wars. Apparently the also adore horses and bring their presents on a yule goat. So maybe we could also make a yule goat that they always have access to? The venomous bite caught me by surprise when I found it, but it would definitely help with balancing out their tiny size, as well as making them really fast and strong for their size. They've also got their iconic conical red hats that would definitely add a nice flavor touch to them.

I like the plan.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on November 29, 2017, 06:57:23 pm
Hmm... What weapons should we give the Tomtenisse? After all, they can't just bite through armor in a fight.
Title: Re: The Wee Folk Mod! (44.02)
Post by: MottledPetrel on November 29, 2017, 07:19:06 pm
Hmmm... I don't know, I have seen no mention of them having anything even resembling weapons. I would think the best we could do to stay with the lore is take their tendencies to help with farms and give them weaponized versions of farm weapons. Maybe something like a Tomtenisse magic hoe, and have it be pretty big for their size, but because of how strong they are they can still wield it effectively.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on November 30, 2017, 12:49:39 pm
Seems the poll has come to a tie.
Title: Re: The Wee Folk Mod! (44.02)
Post by: MottledPetrel on November 30, 2017, 04:54:01 pm
Next vote takes it all?
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on November 30, 2017, 04:58:52 pm
Yep.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on December 01, 2017, 02:47:54 pm
The Tomtenisse win the poll!
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on December 06, 2017, 09:29:06 am
Hmmm... What effects should the venom of the Tomtenisse have exactly? Withering away isn't an effect syndromes can do...
Title: Re: The Wee Folk Mod! (44.02)
Post by: Aurum System on December 06, 2017, 12:15:25 pm
Necrosis and bleeding would probably do fine.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on December 12, 2017, 07:39:50 pm
I'm gonna release the Tomtenisse update soon. I've tried working with the new animal tokens with my Goblinoids mod, and I'm not sure if stuff is working right. So, the Tomtenisse may not get their Yule Goats.
Title: Re: The Wee Folk Mod! (44.02)
Post by: IndigoFenix on December 21, 2017, 05:40:52 am
Hey, what about Redcaps?  They could be an uber-hostile, prone to rage variant of wee folk with violent and hateful personalities that use iron weapons and boots.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on December 21, 2017, 07:04:14 am
Hey, what about Redcaps?  They could be an uber-hostile, prone to rage variant of wee folk with violent and hateful personalities that use iron weapons and boots.

Hmm... But how would I make it so they use only iron?
Title: Re: The Wee Folk Mod! (44.02)
Post by: IndigoFenix on December 21, 2017, 01:43:06 pm
I think if you make a custom reaction that produces iron from nothing, they should use it.

But it might not be so important; they are known for iron weapons but that doesn't mean they can't have lesser metals as well.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on December 21, 2017, 02:04:49 pm
I think if you make a custom reaction that produces iron from nothing, they should use it.

But it might not be so important; they are known for iron weapons but that doesn't mean they can't have lesser metals as well.

Hmm... If I knew how to make reactions, I'd make one.
Title: Re: The Wee Folk Mod! (44.02)
Post by: pikachu17 on December 21, 2017, 03:56:52 pm
[REACTION:IRON_HAVE]
[PRODUCT:100:1:BAR:NONE:INORGANIC:IRON]
[PRODUCT_SIZE:150]

I haven't modded in a while. Does that work?
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on December 21, 2017, 06:41:41 pm
[REACTION:IRON_HAVE]
[PRODUCT:100:1:BAR:NONE:INORGANIC:IRON]
[PROFUCT_SIZE:150]

I haven't modded in a while. Does that work?

Probably not, since you misspelled product in "PRODUCT_SIZE".
Title: Re: The Wee Folk Mod! (44.02)
Post by: pikachu17 on December 21, 2017, 07:16:12 pm
Is that better?
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on December 21, 2017, 07:21:39 pm
Should work now. I'll check it soon.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on December 21, 2017, 11:58:49 pm
Also, forgot to mention, what kind of weapons should these redcaps wield?
Title: Re: The Wee Folk Mod! (44.02)
Post by: IndigoFenix on December 22, 2017, 12:43:32 am
They are known for wielding pikes, but DF pikes are too big, so give them spears instead.

Also they are supposed to be stronger than humans.  Maybe give them a +++ STRENGTH rating.

https://en.m.wikipedia.org/wiki/Redcap (https://en.m.wikipedia.org/wiki/Redcap)
Title: Re: The Wee Folk Mod! (44.02)
Post by: MottledPetrel on December 24, 2017, 01:21:26 pm
For pikes I'd say just make some kind of spear that it big enough to require that they use two hand on it. I've also found some new potential candidates for wee folk races (I'll do more research on them if desired, but for now I'm just going to give an over view):

Adaro: small creatures that are almost half human and half fish, similar to merfolk. However, they are unfriendly and shoot smaller fish at any passerby. They travel along with waterspouts and are associated with the sun and rainbows.

Snotling: part of the greenskin family related to orcs and goblins, but very small and treated more as slaves than cousins. They aren't very intelligent and are about the size of gnomes. They are still inherently evil, and will form massive gangs to attack larger creatures.

Ratmen: once rats that have been mutated into larger (but still pretty small) humanoids by supposedly eating magical waste. A little smaller than goblins, they rely on stealth and their agility to attack, often attacking from underground tunnels. They carry debilitating diseases that they themselves are immune to.

Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on December 24, 2017, 01:31:20 pm
For pikes I'd say just make some kind of spear that it big enough to require that they use two hand on it. I've also found some new potential candidates for wee folk races (I'll do more research on them if desired, but for now I'm just going to give an over view):

Adaro: small creatures that are almost half human and half fish, similar to merfolk. However, they are unfriendly and shoot smaller fish at any passerby. They travel along with waterspouts and are associated with the sun and rainbows.

Snotling: part of the greenskin family related to orcs and goblins, but very small and treated more as slaves than cousins. They aren't very intelligent and are about the size of gnomes. They are still inherently evil, and will form massive gangs to attack larger creatures.

Ratmen: once rats that have been mutated into larger (but still pretty small) humanoids by supposedly eating magical waste. A little smaller than goblins, they rely on stealth and their agility to attack, often attacking from underground tunnels. They carry debilitating diseases that they themselves are immune to.

Hmm... I remember the Snotlings, one of my goblinoids in my Goblinoids (and Orcs) mod was based on them. Though I had to get rid of it, because the errors it caused, I might bring it back into this mod.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on December 24, 2017, 03:10:33 pm
0.2 is here!

Enjoy your early christmas present and don't forget to give thanks by leaving a bowl of porridge out for the Tomtenisser. Don't forget the butter!
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on December 24, 2017, 08:42:24 pm
Hello again! Do you guys have an idea for what sites the redcaps should have?
Title: Re: The Wee Folk Mod! (44.02)
Post by: IndigoFenix on December 25, 2017, 05:13:58 am
They are usually associated with fortresses.

I'd say either dark fortresses or towns with outdoor fortifications active.  Probably plains-dwellers.
Title: Re: The Wee Folk Mod! (44.02)
Post by: MottledPetrel on December 27, 2017, 06:39:10 pm
Are the adaro a no go then? I think it'd be pretty entertaining to have a civ that can shoot small fish as a projectile.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on December 27, 2017, 08:27:06 pm
Are the adaro a no go then? I think it'd be pretty entertaining to have a civ that can shoot small fish as a projectile.

Yeah. I wouldn't be able to figure out how to make that shooting small fish thing work.
Title: Re: The Wee Folk Mod! (44.02)
Post by: MottledPetrel on December 27, 2017, 08:53:41 pm
You could just have it spit a glob, and call that glob "glob of congealed fish" or "glob of compacted fish". Anything more than that probably isn't needed, unless you want to go the extra mile.
Title: Re: The Wee Folk Mod! (44.02)
Post by: IndigoFenix on December 30, 2017, 04:26:44 pm
You can try trailing item flow using raw fish as the item.  It probably won't work, and definitely will be useless.
Title: Re: The Wee Folk Mod! (44.02)
Post by: Asin on February 03, 2018, 06:11:54 pm
Hey, guys. I know this mod hasn't been too active... Well, I have good news!

The Redcaps have just finished development!
Now all I gotta do is test them out. If all is well, expect the Redcap update to come tonight!
Title: Re: The Wee Folk Mod! (44.05)
Post by: Asin on February 03, 2018, 09:00:35 pm
0.3 has been released.
Title: Re: The Wee Folk Mod! (44.05)
Post by: MottledPetrel on February 03, 2018, 09:03:02 pm
It says they'll eventually have major differences for fortress mode, what do you plan for those to be?
Title: Re: The Wee Folk Mod! (44.05)
Post by: Asin on February 03, 2018, 09:19:27 pm
It says they'll eventually have major differences for fortress mode, what do you plan for those to be?

That's what I was just gonna talk about...

What would you and other people add to the Shrubland Gnomes and Redcaps to make them different from Dwarves and each other in Fortress Mode? I need ideas...
Title: Re: The Wee Folk Mod! (44.05)
Post by: MottledPetrel on February 03, 2018, 10:31:40 pm
I just did some research on redcaps, and wow, they're more brutal than I thought they would be. Apparently they soak their red caps in the blood of their enemies. If you can somehow work out a mechanic to soak items in blood that would be a great feature. They also have long teeth and claws literally described of being that of an eagle. In addition to their red caps they also use iron boots and pikestaffs as weapons. The pikestaff shouldn't be too hard, but can you use footwear as a weapon in dwarf fortress? Maybe you could just have a handheld weapon called 'iron boot' that when used it says 'redcap stomps (enemy) in the (body part) with his +iron boot+'. They are said to hurl large stones down at people who pass by, you could either make a stone hurling weapon or give them an interaction that allows them to fire a glob of (throw) a rock. Having a people with a natural range attack is always a lot more unique of an experience than you'd think it would be. If you hold up a cross and read certain scriptures they'll disappear in a puff of flame and only leave a tooth. Maybe instead of leaving a corpse you could have them only leave a tooth? I don't know how much that would do for game play, but it would be an interesting flavor thing. They're also really strong for their size. They also make really loud grinding noises to piss people off, maybe you could give them a sound based interaction that causes people who hear it be more prone to rage. They soak the foundation stones of their castles in human blood, maybe they could have a unique weapon material 'blood soaked/infused stone' where they take a corpse or an animal and combine it with a stone in an interaction to make a decent weapon material. They capture people for sacrifice, I'm sure there's a lot of sacrifice stuff you could do. I can't find what they exactly sacrifice to, but they sacrifice to something. There's also the possibility to create castes for the redcaps because they have a lot of different regional depictions. Perthshire redcaps are more benign and are even said to bring good luck to those who hear them, and the kabouter (I could do more research on them specifically if you like the caste idea) is almost a completely different third thing. Apparently the redcaps also have a tendency to wrap people in lead before boiling them alive, maybe a molten lead weapon or something?

For future wee folk I have also found:
trooping fairies (there's a good deal of fairies attached to this one)
bluecaps
far darrig
nain rouge
Saci (this one's really weird when you think about it too much)
pukwudgie
Title: Re: The Wee Folk Mod! (44.05)
Post by: Asin on February 03, 2018, 10:47:39 pm
I just did some research on redcaps, and wow, they're more brutal than I thought they would be. Apparently they soak their red caps in the blood of their enemies. If you can somehow work out a mechanic to soak items in blood that would be a great feature.

They also have long teeth and claws literally described of being that of an eagle. In addition to their red caps, they also use iron boots and pikestaffs as weapons. The pikestaff shouldn't be too hard, but can you use footwear as a weapon in dwarf fortress? Maybe you could just have a handheld weapon called 'iron boot' that when used it says 'redcap stomps (enemy) in the (body part) with his +iron boot+'. They are said to hurl large stones down at people who pass by, you could either make a stone hurling weapon or give them an interaction that allows them to fire a glob of (throw) a rock. Having a people with a natural range attack is always a lot more unique of an experience than you'd think it would be.
 
If you hold up a cross and read certain scriptures they'll disappear in a puff of flame and only leave a tooth. Maybe instead of leaving a corpse you could have them only leave a tooth? I don't know how much that would do for game play, but it would be an interesting flavor thing. They're also really strong for their size.
They also make really loud grinding noises to piss people off, maybe you could give them a sound based interaction that causes people who hear it be more prone to rage. They soak the foundation stones of their castles in human blood, maybe they could have a unique weapon material 'blood soaked/infused stone' where they take a corpse or an animal and combine it with a stone in an interaction to make a decent weapon material.

They capture people for sacrifice, I'm sure there's a lot of sacrifice stuff you could do. I can't find what they exactly sacrifice to, but they sacrifice to something.

There's also the possibility to create castes for the redcaps because they have a lot of different regional depictions. Perthshire redcaps are more benign and are even said to bring good luck to those who hear them, and the kabouter (I could do more research on them specifically if you like the caste idea) is almost a completely different third thing. Apparently the redcaps also have a tendency to wrap people in lead before boiling them alive, maybe a molten lead weapon or something?

For future wee folk I have also found:
trooping fairies (there's a good deal of fairies attached to this one)
bluecaps
far darrig
nain rouge
Saci (this one's really weird when you think about it too much)
pukwudgie

Tell me about the Kabouter and those Bluecaps...

As for the other things...

I talked about the soaking their hats in blood thing in their description. For this take on redcaps, I made it a legend the other races talk about.

This take on redcaps do have special pikes I made for them. I forgot about the pikestaff, so I called their exclusive pike "flesh-piercers".

The blood soaked stone could work mixed with the sacrifice idea...
Title: Re: The Wee Folk Mod! (44.05)
Post by: MottledPetrel on February 03, 2018, 11:07:06 pm
Blue caps apparently are mining spirits that manifest as a small, living blue flame. They neither wear blue caps or have anything to do with red caps. They can lead a miner to rich ore, will actively work in a mine alongside men, and expect a payment for a hard day's work. Not a whole lot on them, maybe we could make them a cavern dweller or something.

Kabouters are tiny people who live underground often in the side of hills, modern interpretations are said to live in mushrooms (they are VERY small). They have long beards and large pointed red caps almost bigger than they are. They can help around the house, but are very defensive of their privacy. They harshly punish those who see them when they don't want to be seen. There is currently a theory that these creatures were first devised by hallucinations from consuming hallucinogenic mushrooms. They are said to be the creatures that taught the dutch how to create sound house foundations and the iconic dutch wooden shoes. There's actually not a whole lot too them, maybe a race of very small xenophobes? Some custom workshop stuff with 'mushroom houses' or 'hallucinogenic mushrooms' would be cool, or at least the ability to make wooden shoes.
Title: Re: The Wee Folk Mod! (44.05)
Post by: Asin on February 03, 2018, 11:16:21 pm
Blue caps apparently are mining spirits that manifest as a small, living blue flame. They neither wear blue caps or have anything to do with red caps. They can lead a miner to rich ore, will actively work in a mine alongside men, and expect a payment for a hard day's work. Not a whole lot on them, maybe we could make them a cavern dweller or something.

Kabouters are tiny people who live underground often in the side of hills, modern interpretations are said to live in mushrooms (they are VERY small). They have long beards and large pointed red caps almost bigger than they are. They can help around the house, but are very defensive of their privacy. They harshly punish those who see them when they don't want to be seen. There is currently a theory that these creatures were first devised by hallucinations from consuming hallucinogenic mushrooms. They are said to be the creatures that taught the dutch how to create sound house foundations and the iconic dutch wooden shoes. There's actually not a whole lot too them, maybe a race of very small xenophobes? Some custom workshop stuff with 'mushroom houses' or 'hallucinogenic mushrooms' would be cool, or at least the ability to make wooden shoes.

The Kabouter are interesting... I like the xenophobe idea you came up with.

Mind telling me of some of the other potential wee folk?
Mainly the Nain Rouge, which hails from Michigan. I wanna hear how you'd turn it into a full fledged race.
Title: Re: The Wee Folk Mod! (44.05)
Post by: MottledPetrel on February 04, 2018, 03:48:48 pm
Admittedly I didn't do a whole lot of research on my suggestions before I suggested them. For the most part I just saw 'depicted as a small man' and thought 'good enough', but after some looking at that nain rouge I would say they would best be suited as a thieving/skulking race more deadly than kobolds. I think they should be faster and harder to detect than kobolds so that there's a much higher chance that they'll actually steal something and not get near the fort and then run away like kobolds usually do. I'm not sure if you're going for all the races to be playable or not, but I think that the nain rouge isn't really suited for that. I'll look into my other suggestions later.
Title: Re: The Wee Folk Mod! (44.05)
Post by: Asin on February 06, 2018, 07:11:24 pm
Admittedly I didn't do a whole lot of research on my suggestions before I suggested them. For the most part I just saw 'depicted as a small man' and thought 'good enough', but after some looking at that nain rouge I would say they would best be suited as a thieving/skulking race more deadly than kobolds. I think they should be faster and harder to detect than kobolds so that there's a much higher chance that they'll actually steal something and not get near the fort and then run away like kobolds usually do. I'm not sure if you're going for all the races to be playable or not, but I think that the nain rouge isn't really suited for that. I'll look into my other suggestions later.

Not all of the Wee Folk are going to be playable. Only the Shrubland Gnomes and the Redcaps will be playable for now. Halflings, maybe.
Title: Re: The Wee Folk Mod! (44.05)
Post by: MottledPetrel on February 06, 2018, 07:19:11 pm
Well, if you aren't for the nein rouge being a skulking civ, maybe you can just have them have the curious tags and make them like gremlins. Alternatively, you could have them be an underground civ. Wait, can you have a skulking underground civ? I haven't seen any example of one before, but if you can that would be pretty cool.
Title: Re: The Wee Folk Mod! (44.05)
Post by: Asin on February 06, 2018, 07:21:01 pm
Well, if you aren't for the nein rouge being a skulking civ, maybe you can just have them have the curious tags and make them like gremlins. Alternatively, you could have them be an underground civ. Wait, can you have a skulking underground civ? I haven't seen any example of one before, but if you can that would be pretty cool.

I'm pretty sure that cannot be done. The underground skulking civ thing, I mean.
Title: Re: The Wee Folk Mod! (44.05)
Post by: WonderPsycho on February 10, 2018, 05:07:57 pm
hey asin can i use your wee folk mod for my modpack, i'm making a HUGE community developed modpack for DF and i thought it would be pretty cool to add your mod to my modpack, right i am finishing up the first release so that the modding community could add their own mods and help me out with this modpack.
Title: Re: The Wee Folk Mod! (44.05)
Post by: Asin on February 10, 2018, 05:22:09 pm
Sure.
Title: Re: The Wee Folk Mod! (44.05)
Post by: WonderPsycho on February 10, 2018, 05:42:28 pm
Sure.
thanks
Title: Re: The Wee Folk Mod! (44.05)
Post by: Asin on March 16, 2018, 10:31:33 pm
I found something.

Quote from: Wikipedia on the Miskito People of Central America
Some stories include myths of Duhindu, creatures similar to gnomes that sometimes kidnap children.

So... Maybe these guys could be the next Wee Folk?
Title: Re: The Wee Folk Mod! (44.05)
Post by: MottledPetrel on March 17, 2018, 11:27:14 am
It's always good to have more child kidnappers. Do they have any other distinguishing features other than just child stealing gnomes?
Title: Re: The Wee Folk Mod! (44.05)
Post by: Asin on March 17, 2018, 11:28:20 am
Not that I could find, but we could add some.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Asin on April 21, 2018, 11:41:58 am
Heya, I feel like working on this mod right now... And I need ideas for the next two types of Wee Folk, the Duhindu and the Boggarts.

You guys got any suggestions?
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Melchizedek on May 12, 2018, 04:49:11 pm
Boggarts could be similar in many ways to Halflings in that they rarely construct more than one settlement, and are fiercely settled. The differences between them could be more cultural than biological: Boggarts make sour milk, while Hobbits make cheese.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Asin on May 12, 2018, 04:51:49 pm
Sour milk, huh? How would I mod that in?
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Melchizedek on May 12, 2018, 05:01:25 pm
I reckon Boggart-made sour milk would be alcoholic. Maybe with a brewing reaction that turns milk into alcohol.

EDIT: Some ideas for Wee Folk.

Gully Dwarves, inspired by the Gully Dwarves from the Dragonlance setting from Dungeons and Dragons.

Despite their name, their stature and their beards, Gully Dwarves are not 'true' Dwarves. They're said to be a cross between Gnomes and Dwarves, or Gnomes and Humans. Whatever the case, Gully Dwarves are far separated from the fortress dwelling, metal smelting, beer drinking Dwarves we know. Gully Dwarves can be summarized in a single word: poverty. Gully Dwarves live in tribal communities situated within ruins, swamps and caves. They wear disheveled, ancient clothing passed down generation from generation. Gully Dwarves value tradition, merriment, hard work, family and peace above all else. They despise law and decorum. They will gladly eat sapient creatures, make trophies of all creatures, and steal from one another. However, they despise murder, torture, lying and oath-breaking. Only the smartest of Gully Dwarves can count higher than one, and those who can do so are regarded as wizards in Gully Dwarf culture. Gully Dwarves are known for sending thieves to fortresses to steal, much like Kobolds. Gully Dwarves have no gods, and instead worship their ancestors. Gully Dwarves use wooden clubs and thrown rocks as weapons. Despite their poverty, stupidity, lack of metal and their criminal proclivities, Gully Dwarves manage to survive due to their high fertility and their relatively short childhood. Gully wives are able to produce litters of four to eight children, children who mature at the age of eight.

Floresiensans, inspired partly by homo floresiensis.

Floresiensans are violent, Dwarf-height tribal people who live in tropical locations. They value martial prowess, family, tradition, cooperation, and nature. They despise peace above all. They allow all things, from murder to cannibalism. Floresiensans use wooden, stone and bone javelins, axes, spears and clubs as their weapons. They are known for having domestic orangutans, chimpanzees, gibbons and other primates. In addition, they breed a special species of primate. Arborpithecii are tame, semi-intelligent apes which the Floresiensans use as work and war animals. An adult arborpithecus stands at the same height as a Dwarven child, but possesses the strength of an ox.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: MottledPetrel on May 12, 2018, 06:44:30 pm
Two things come to mind after reading that:

1. Wow, gully dwarves sound REALLY conflicted in their values
2. Floresiensans sound more like plant people than what I can only assume to be advanced primate people

Actually, now that I say that could we make up our own wee folk made up of plant people? Maybe some jolly, plain dwelling flower humanoids with different castes that are based off of different small flowers? They'd be the new race that constantly sends you bards and dancers because they physically can't handle any real violence.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Asin on May 12, 2018, 06:47:17 pm
Hmm... How would these flower people defend themselves then?
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Melchizedek on May 12, 2018, 06:56:57 pm
Gully Dwarves are pretty conflicted in the source material. A good way to describe them is as fantasy hobos. Their names will never be remembered, their lives are short, and what great works they do will never be noticed because they're not one of the more noble races.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: MottledPetrel on May 12, 2018, 07:03:29 pm
I would imagine the flower people would have toxic pollen that disperses itself when they're spooked or attacked, or some other passive plant defense like poisonous sap. For weapons I would imagine they have grown wooden sticks and shields, as they probably wouldn't put the effort into learning to metalcraft or develop any real weapons. Despite having roots for feet, I would imagine they should be pretty fast so they can pick up all their stuff and flee before any lethal combat breaks out as their pollen confuses the enemies.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Melchizedek on May 12, 2018, 11:57:51 pm
Some things to differentiate Redcaps and Dwarves.
1. Redcaps have four castes. Browncap, Bluecap, Greencap and Redcap. Browncap have innate novice skill with axes, fighting and woodcutting. Bluecaps have innate adequate mining skill due to "being lead" by the aforementioned blue caps. Greencaps have innate competent plant gathering skill and can release a cloud of nausea-causing gas. Redcaps have no innate skill.
2. Redcaps, being tower-builders, can produce a higher amount of stone blocks. The Stonecutter workshop takes one rock and makes 6 blocks.
3. There is only one noble, the foreman. The foreman serves the purpose of manager, expedition leader and broker. He requires meager quarters and a meager office.
4. Redcaps can produce cheap wooden weapons at a Lathe, allowing for quick but poor militias.
5. No strange moods, meaning Redcaps will have to loot for artifacts.
6. Redcaps are predisposed to anger and against depression, anxiety and stress.
7. If possible: Redcaps will have good thoughts if they get caught in the rain or see a non-Redcap die/dead.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: MottledPetrel on May 13, 2018, 10:19:14 am
I don't think you can make a reaction specific to a caste, only to an entity. I don't know about the rain or seeing things die, but I think the hard code is against that. Also, how would you determine which caste a redcap is if they are only distinguished by the color of their cap? They aren't born with caps, so would it just be their color preference? Also, as far as I know lathe's are primarily for metal cutting, and seem a bit too advanced for redcaps, try carver's den or something similarly shoddily sounding. Also, are we planning on making the flower people a wee folk? Because if not I might just make them for myself.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Asin on May 13, 2018, 11:45:38 am
Flower folk, I'm considering

Also, could use more ideas for Boggarts
Title: Re: The Wee Folk Mod! (44.xx)
Post by: MottledPetrel on May 13, 2018, 11:58:02 am
Initial research shows that boggarts are spirits from english folklore, who eventually evolved into the bogeymen we know today. I could do some more research if you want because apparently Harry Potter did something with boggarts and that spurred people to catalogue more of the folklore.

I actually went a little ahead before posting this, seems like boggarts can either be minor evil spirits who steal bed sheets and scare farm animals or major evil spirits who live in swamps and steal children.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Asin on May 13, 2018, 12:01:25 pm
I'd prefer something more akin to the english folklore and less of the Harry Potter kind.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: MottledPetrel on May 13, 2018, 12:07:46 pm
It all really depends which region of England you look at. It could go from, and I do quote, "a squat hairy man, strong as a six year old horse, and with arms almost as long as tacklepoles" to calf sized spirits, trailing chains and led by a demon known as Owd Hob. They also apparently have shrill voices that cause animals to go mad, you might be able to use that for an interaction. They're also prone to anger, as many of these small English spirits are.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Asin on May 13, 2018, 12:08:50 pm
Hmm... Boggarts seem like they're gonna be a tricky sort.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Melchizedek on May 14, 2018, 05:28:48 pm
I don't think you can make a reaction specific to a caste, only to an entity. I don't know about the rain or seeing things die, but I think the hard code is against that. Also, how would you determine which caste a redcap is if they are only distinguished by the color of their cap? They aren't born with caps, so would it just be their color preference? Also, as far as I know lathe's are primarily for metal cutting, and seem a bit too advanced for redcaps, try carver's den or something similarly shoddily sounding. Also, are we planning on making the flower people a wee folk? Because if not I might just make them for myself.
They'd be distinguished by their hair colour, with red being the most common. Wood lathes are well within the technological capability of Redcaps as I understand then. Redcaps aren't like Goblins or Kobolds: Redcaps have good craftsmanship, but craftsmanship which is centred solely around killing utensils. While they will use wooden arms over their hands, they wouldn't arm their entire army with wooden weapons if they had the choice.

Here's some ideas for Shrubland Gnomes.
1. Shrubland Gnomes don't like to get their hands dirty. They "hire"(booze up) Mountain Gnomes to come by and labour for them. The Worker Gnome lends his muscles to build your fortress. He has innate skill in mining, masonry, building design, engraving, carpentry, furnace operating, wood burning, and farming(field). The Soldier Gnome, a veteran of many wars, can be hired in the same way. He has innate skill in fighting, archery and armour use. The House Gnome comes with great cooking knowledge, passed down by her mother's mother's mother. Mountain Gnome hirelings have a greater penchant for alcohol than wild Mountain Gnomes.
2. There could be a special, rare caste of Shrubland Gnome: the Leprechaun. Leprechauns are crazed, and are born fully grown. Slay the Leprechaun and it will drop a golden item of sorts. Perhaps a golden cup, pot, statue or sword. Woe be to the Gnome who travels with a Leprechaun.
3. Booze can be spiked with gnomeblight for devastating effects, and can be used to get rid of unwanted hirelings or pesky wild Gnomes. Other races will pay you exceedingly well for this Mountain Gnome repellent. Beware however, as gnomeblight booze will obliterate your fortress if you let it.
4. Wizards are one in a million children who are born with a magical spark to them. Wizards are as tall and as big as humans, but are born from Gnomish womb. Wizards have unparalleled magic power, and could be utilized to defend your fortress from invaders. Wizards have but one weakness: they are incredibly frail. They are born old and wrinkled, and grow older and physically weaker day by day. Unlike Leprechauns, wizards are not born fully grown. At any second a wizard could die of old age, be he a mere child or a thousand year old man.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: MottledPetrel on May 14, 2018, 07:14:30 pm
Hiring of outside help in dwarf fortress is incredibly sporadic and is done through the tavern, and even when it does happen you can only hire mercenaries and performers. You could make some of that caste based, but having 'Mountain Gnomes' born from shrubland gnomes would get kinda weird, that and you wouldn't actually hire them. I didn't really know that there were lathes made specifically for wood shaping, so I guess I'm okay with that. I don't really feel like a human sized wizard really fits into the feel of this mod, but I don't see why a gnome sized wizard caste couldn't happen. I kinda think leprechauns should be their own civ, but you gave a pretty reasonable reason for them to be a caste. Also, maybe we could give vanilla mountain gnomes an overhaul to give them their own civ?
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Melchizedek on May 14, 2018, 07:46:08 pm
Hiring of outside help in dwarf fortress is incredibly sporadic and is done through the tavern, and even when it does happen you can only hire mercenaries and performers. You could make some of that caste based, but having 'Mountain Gnomes' born from shrubland gnomes would get kinda weird, that and you wouldn't actually hire them. I didn't really know that there were lathes made specifically for wood shaping, so I guess I'm okay with that. I don't really feel like a human sized wizard really fits into the feel of this mod, but I don't see why a gnome sized wizard caste couldn't happen. I kinda think leprechauns should be their own civ, but you gave a pretty reasonable reason for them to be a caste. Also, maybe we could give vanilla mountain gnomes an overhaul to give them their own civ?
By hire, I mean like pets. That's effectively what the Worker Gnomes would be: a pet with three castes, two male and one female, that is set up so it can perform tasks. Other mods have similar such creatures, and even standard DF has the Gremlin mayors. In general, I think Shrubland Gnomes should be the more fanciful player race, which is why I suggested them being able to birth physically-human wizards, as wizards do oft come from fairies and other sprites like Gnomes. Leprechauns don't have to be strictly the Gnome-born variant, as the Gnome-born variant is more a mischief spirit than an actual creature, so it might have a maxage of 1-2 years to prevent Leprechauns from going around in Gnome society. Perhaps Leprechaun isn't the best word for it, but I do like the image of Gnome babies being snatched away in the womb and replaced with clawed gold-snatchers sent to maim and murder. I like the dynamic that is created by there being four variants of Gnomes, with two wild Gnomes who prefer to frolic in the hills or dance in the wormy mounds, and two civilized Gnomes that often contact and make use of their older, savage kin.

Just tested some quick, patchwork Helper Gnomes. The Mountain Gnome traits make them clutch barrels upon going for a drink, disabling their productivity for some time. They begin with skill in poetry, singing, instrumentalism and dance, as well as having some poems learned by default. They need to sleep, drink, and I assume eat. You can conscript them into the military, assign rooms to them, and place them into noble positions. All I've done was clone the Mountain Gnome and give it the domestic tokens, so their behaviour can, and should be tweaked around a bit. Very interesting though, to say the least.
EDIT: They seem to clutch everything, including but not limited to: stones, eggs, beer, etc.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: MottledPetrel on May 15, 2018, 05:19:38 am
I'm okay with making them pet workers, but if you just cloned the existing tags they's probably holding onto everything after they pick it up either because they have some of the pack animal tokens (which I don't think they do) or because they have the curious guzzler and curious item stealer tokens (which I know for a fact they do have, just get rid of everything that starts with CURIOUS).
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Asin on June 02, 2018, 11:59:56 pm
Decided to take a break from my major mod of Culture Shock and my in-progress apocalypse mod, Twilight of The World. It's time for my other mods to get a while in the limelight again. Starting with this one.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: MottledPetrel on June 03, 2018, 10:43:20 am
Hmm, I would say that dwarf variants would count as wee folk as long as they are different enough from normal dwarves to have their own identity. I forget if it was mentioned earlier or not, but what do you have in mind for dwarf variants?
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Asin on June 03, 2018, 11:03:51 am
Actually, I wasn't gonna start thinking about ideas for dwarflike wee folk until I got a big ol' answer from the poll.

Anyway, I looked about and found a Hawaiian dwarf like creature called the Menehune. If you wanna research it a bit and see if any ideas for them come up, that'd be just fine.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Asin on July 19, 2018, 09:07:09 pm
Beginning work on this again. Just finished up the Menehune development. I'll release an update when I finish up the Boggarts and Duhindu. Also got halflings to finally expand.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: BinaryBlackhole on July 22, 2018, 05:46:58 pm
Do not add feegles.
We don't want those war mongering alchaholics.
In case you don't know feegles are a creation of Terry Pratchett and are in the the books following Tiffany Aching. They are rowdy, ill mannered drunk and have terrible hygine. Also they can get anywhere, which is most annoying when they come back from being dead.

Title: Re: The Wee Folk Mod! (44.xx)
Post by: BorkBorkGoesTheCode on September 19, 2018, 07:20:02 pm
The gnome picks don't function as picks in fortress mode unless you change their skill to mining.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Asin on September 19, 2018, 07:42:38 pm
That will be fixed in the next update.
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Pillbo on September 25, 2018, 09:06:02 pm
Hi, I'm kind of clueless about mods but I was interested in trying this one.  I copied the text files into my Objects folder then I generated a couple worlds, and I didn't get any wee folk at all in the history.  Am I misunderstanding how to go about this?

Thanks
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Asin on September 25, 2018, 09:43:55 pm
Hi, I'm kind of clueless about mods but I was interested in trying this one.  I copied the text files into my Objects folder then I generated a couple worlds, and I didn't get any wee folk at all in the history.  Am I misunderstanding how to go about this?

Thanks

Hm, that is how mods are usually installed, and that is how I intended them to be installed. How many civs do you usually set it for in Advanced World Gen? Perhaps that's the issue?

Also, if you can, could you try sending me the contents of your errorlog?
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Pillbo on September 30, 2018, 01:43:22 pm
Hi, I'm kind of clueless about mods but I was interested in trying this one.  I copied the text files into my Objects folder then I generated a couple worlds, and I didn't get any wee folk at all in the history.  Am I misunderstanding how to go about this?

Thanks

Hm, that is how mods are usually installed, and that is how I intended them to be installed. How many civs do you usually set it for in Advanced World Gen? Perhaps that's the issue?

Also, if you can, could you try sending me the contents of your errorlog?

Hi, thanks for your response.  It looks like my problem was that I wasn't using advanced world gen, because it was intimidating looking.  I went in and increased my civs to 150 and generated a world and I now have a crapload of gnomes, some halflings and a smattering of redcaps (also like 38000 centaurs, another small mod I tried to add).  So it all worked out, thanks for the help!
Title: Re: The Wee Folk Mod! (44.xx)
Post by: Asin on September 30, 2018, 03:27:08 pm
Hi, I'm kind of clueless about mods but I was interested in trying this one.  I copied the text files into my Objects folder then I generated a couple worlds, and I didn't get any wee folk at all in the history.  Am I misunderstanding how to go about this?

Thanks

Hm, that is how mods are usually installed, and that is how I intended them to be installed. How many civs do you usually set it for in Advanced World Gen? Perhaps that's the issue?

Also, if you can, could you try sending me the contents of your errorlog?

Hi, thanks for your response.  It looks like my problem was that I wasn't using advanced world gen, because it was intimidating looking.  I went in and increased my civs to 150 and generated a world and I now have a crapload of gnomes, some halflings and a smattering of redcaps (also like 38000 centaurs, another small mod I tried to add).  So it all worked out, thanks for the help!

Glad to have assisted you.
Title: Re: {0.4} The Wee Folk Mod! (44.xx)
Post by: Asin on March 14, 2019, 09:20:33 pm
Hello hello everyone! I finally have updated this mod!

New features:
*Redcaps have a Carver's Den workshop to make wooden weaponry, a Stonecutter/Refinery workshop to cut up boulders into six blocks and refine a new stone called bloodrock, and a Bloodrock Sacrificer which takes bloodrock and its refined version and gives you weaponry in return (bloodrock gives you iron weapons, refined bloodrock gives you steel weapons)!

*Two new races, the Menehune and the Boggarts!